id++;
echo("More...\n");
echo("
\n");
}
function endExpand()
{
echo("
Hide...\n");
echo("
\n");
}
}
class kTable {
function begin()
{
echo(" | \n");
}
function header($strs)
{
echo("");
$cols = explode("|", $strs);
while ($col = each($cols)) {
echo("" . $col[value] . " | ");
}
echo(" \n");
}
function row($strs)
{
echo("");
$cols = explode("|", $strs);
while ($col = each($cols)) {
echo("" . $col[value] . " | ");
}
echo(" \n");
}
function end()
{
echo(" |
\n");
}
}
$expandr = new Expander;
$tab = new kTable;
class thisPage extends mainPage {
function headEx() {
// add some styles
echo '';
// add a javascript function
echo '';
}
}
$pg = new thisPage("special.htm");
//$pg->tborder = 1;
$pg->configureObj = $myConfig;
$pg->head("Special Games");
$pg->bodyBegin();
?>
Special Games at Lazer Force
configureObj->location == "il") { ?>
(Special games are available only to members who are 12 years of age or older
during specially arranged times.
(Special games are available only to players who are 12 years of age or older
during specially arranged times.
See the Events Calendar
for availability.)
Capture the Flag
Capture The Flag is a variation of team Death Match, in which each team has a "flag," which all the other teams try to capture.
$expandr->beginExpand(); ?>
It is recommended that players have played DM and are familiar with it before attempting to play Capture The Flag.
Each team is assigned a base to act as their flag. This then becomes their "base". They must try to defend their flag from the enemy, while also trying to "capture" the enemy flag.
To capture the enemy flag, you must:
- Zap the enemy flag (target) three times. This picks up the flag, and your battlesuit lights will lock-on to show that you are carrying the enemy flag.
- Return to your base without being fragged.
- Zap your flag three times. This will "capture" the enemy flag and you will be awarded 10 frags. To stop an opponent who is carrying your flag, simply frag them! If you do, your flag will be automatically returned to base.
The mission variations 1, 2 and 3 correspond to DM1, 2 and 3 respectively. 4 is the same as 3, except that all players play at the same skill level (this is designed to be used for league play).
Powerups:
$tab->begin();
$tab->header("Mission|Available Powerups");
$tab->row("CTF 1|Nailgun, Rocket Launcher, Armor, Super Health");
$tab->row("CTF 2|Nailgun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability");
$tab->row("CTF 3/4|Nail Gun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength");
$tab->end();
?>
Notes:
- Provided your flag is "at base" (i.e... no enemy is carrying it) you can obtain powerups by zapping your flag in the same way you would zap a neutral base.
- If you have the enemy flag, you can only capture it if your flag is "at base". If the enemy has your flag, then it's a "stand-off" and your team must try to frag the enemy flag carrier, so your flag will be returned to base.
- Your phaser light will flash when an enemy is carrying your flag. No powerups can be collected from that target until the flag has been returned.
Skill Levels
Skill levels are determined by the player's standard skill level:
$tab->begin(); ?>
Events | Frags |
Frag Opponent | 1 |
Frag Own Team Member/Self | -1 |
Return Own Flag | 3 |
Capture Flag | 10 for Self 2 for other Team Members |
$tab->end(); ?>
$expandr->endExpand(); ?>
Dead Aim
Low on ammunition, our gunslingers must make every shot count as if it were their last because it just might be! Each player starts with a limited number of shots. If you fire and miss, you lose a shot. However if you zap an opponent, you are awarded bonus shots. So to do well, you must be very accurate with your shots.
$expandr->beginExpand(); ?>
If you run out of shots, you will be unable to fire for between 10 and 15 seconds (depending on your level). After this time, you are automatically re-supplied with a few shots to get you going again.
You can destroy the bases once per mission, for bonus points and bonus shots. Beware! Unlike other missions, it may take more than three shots to destroy a target. The number of shots required depends on your level. If you have four or more shots, you will be able to fire missiles. A successful missile will award you points plus bonus shots, but an unsuccessful missile attempt will cost you shots. If you have two or more shots, you can activate a payback when you are down. This ability costs two shots.
Notes:
- There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.
- A single shot or missile will deactivate an opponent.
- Players do not receive a missile-warning tone, when another player obtains a missile-lock on them.
- Low level players will not be able to lock-on to an base unless they have enough shots to destroy it.
- Level 6 players do not start the mission with enough shots to destroy an in-field target.
- A player's standard skill level determines their initial number of shots, maximum number of shots, the number of shots they get when they zap/missile an opponent, and the number of shots required to destroy a base.
$tab->begin(); ?>
Level | Initial Shots (% of Max) | Max Shots |
Max Shots / Zap Opponent | Max Shots / Missile Opponent | Hits Required to Destory Target | Bonus Shots / Destroy Target |
1 | 15 | 30 | 1.0 | - | 3 | 5 (+3 used) |
2 | 13 | 26 | 0.9 | - | 3 | 5 (+3 used) |
3 | 11 | 22 | 0.8 | - | 3 | 5 (+3 used) |
4 | 9 | 18 | 0.7 | 3 | 4 | 5 (+4 used) |
5 | 9 | 18 | 0.7 | 3 | 5 | 5 (+5 used) |
6 | 5 | 12 | 0.5 | 3 | 6 | 5 (+6 used) |
$tab->end(); ?>
Scoring
$tab->begin(); ?>
Event | Score |
Zap Opponent | 100 + 5x Level Difference |
Zap Own Team Member | -50 |
Missile Opponent | 500 + 20x Level Difference |
Missile Own Team | -250 |
Destroy Base | 1001 (enemy); 801 (neutral) |
$tab->end(); ?>
$expandr->endExpand(); ?>
Death Match
Players battle it out against their opponents, collecting as many powerups
as possible to increase their battle strength. Players begin with 100
health and a lowly shotgun. Each hit on an opponent will reduce their health.
$expandr->beginExpand(); ?>
When their health reaches zero, they are deactivated for 10 seconds and lose
any powerups they may have collected. It usually takes multiple hits to
deactivate another player. Each time you deactivate an opponent, you are
awarded one frag. Players are ranked on the scores screen and the printouts
by the number of frags they have achieved. To increase your chances of
survival, grab some powerups. Powerups randomly "respawn" at all the bases,
and can be collected by simply zapping the base twice. Once you have taken a
powerup from a base, you cannot get another powerup at that same base until
20 seconds has elapsed. You can however, obtain powerups from other bases
during this time.
There only exists one of each Rune in the game, and once a player picks it up, they retain the rune until they are put down. Runes can be picked up from bases the same as normal powerups, however they can also be transferred between players. If player A has a Rune and is deactivated by enemy player B, the player B takes possession of player A’s Rune. However, a player may only hold one Rune and a time, so if player B already has a Rune, the player A’s Rune is allocated to a base.
For a full description of the available powerups, and what they do for you, refer to the Capture The Flag / DM Powerups Reference sheet.
Notes:
- There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many.
- All players can obtain powerups at all bases.
- If you have taken damage you can slowly heal back to full health over time, as long as you are not shooting. Your battlesuit will make a 'blip' as you are healed.
- Players who are being missile-locked do not receive a missile warning tone.
- A player can pick-up any number of powerups, however there is a maximum limit of 100 points of Armour, 250 Health and 1 Rune.
- A player can determine which powerup is at a base by zapping it once and then pausing briefly, at which stage their battlesuit will announce which powerup is "available" at that base. A further single shot will then pick up that powerup.
- A missed rocket counts as a near miss, and does "splash" damage to the base, roughly equal to half of a normal rocket.
- Down players can be repeatedly zapped while down. However, this does not score a frag, and they are only deactivated for 4 seconds. There is a limit on the number of times this can be done.
- If you have less than 100 health, your battlesuit lights will become dimmed. The less health you have, the more the lights are dimmed. You can use this to gauge your health.
- Zapping players on your own team does damage to you! You can frag yourself in this way if you are not careful.
Weapons:
$tab->begin(); ?>
Weapon | Damage | Ammo |
Shotgun | 20 | Unlimited |
Nailgun | 25 | 30 |
Rocket Launcher | 104-130 | 10 |
$tab->end(); ?>
Powerups:
$tab->begin(); ?>
Mission | Available Powerups |
DM 1 | Nailgun, Rocket Launcher, Armor, Super Health |
DM 2 | Nailgun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability |
DM 3/4 | Nail Gun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength |
$tab->end(); ?>
Scoring:
$tab->begin(); ?>
Event | Score |
Frag Opponent | +1 |
Frag Self | -1 |
$tab->end(); ?>
$expandr->endExpand(); ?>
Dungeons and Dragons
Parties of adventurers battle it out in the depths of a dungeon to see who will emerge victorious! Adventurer can become one of 4 different character classes, either Warrior, Thief, Cleric or Mage. Each character class has its own strengths and weaknesses.
$expandr->beginExpand(); ?>
Each adventurer starts with a certain amount of hit points (hp) and toughness (tg). Every time an adventurer is zapped they lose a single point of toughness. If their toughness is reduced to zero, the adventurer has been defeated, their battlesuit will be deactivated and the adventurer will lose a hit point. Should their hit points ever reach zero, the adventurer is eliminated (exception: See the description of the "Resurrect" spell below).
As the game progresses and the adventurer earns experience points (xp), the player will grow in their experience level for that class, becoming stronger and gaining extra powers as they advance. As the adventurer goes up in experience level their hit points, toughness and shot speed increase. The Warrior's abilities increase the fastest as they go up levels, followed by the Thief, then the Cleric, and the Mage's abilities increase the slowest.
Description of Classes
- Warrior: The Warrior is the simplest class to play. The Warrior is tough and becomes stronger in a stand-up fight faster than any other class. The Warrior's only special ability is the Cure Light Wound (CLW) potion, which they get as they advance in experience level. Unused CLW potions accumulate as they advance. To use a CLW potion the Warrior simply holds in the special button. This restores their hit points to full and will reactivate the Warrior if they were deactivated.
- Thief: The Thief is slightly weaker in normal combat than the Warrior. The Thief has a number of special abilities they can use.
- Steal: If the Thief missile-locks an opponent they can Steal experience points from the opposing adventurer which are given to the Thief. The longer they missile-lock the opponent, the more experience they steal.
- Hide In Shadows: To "Hide In Shadows" the Thief holds in their special button until their battlesuit announces "Stealth Activated". The Thief's lights will deactivate and other players will no longer be able to get a lock-on tone to the Thief. To "Come Out Of Shadows" the Thief simply holds in their special button again. While the Thief is "Hiding In Shadows they cannot fire normal shots, but only attempt the Backstab attack.
- Backstab: A Backstab can only be done by a Thief who is "Hiding In Shadows". To perform the Backstab the Thief missiles the opponent, who will get no missile warning. A Backstab bypasses all toughness and will do multiple hit points damage dependant on the Thief's experience level.
- Cleric: The Cleric is weaker again than the Thief. The Cleric's special abilities are their spells. Cleric's gain access to new spells as they advance in experience level. When a Cleric casts a spell they are unable to cast the same spell again for a period of time, until their god grants them that spell again. The higher the spell level, the longer the wait. See the sections below on "How to select and cast a spell" and the descriptions of the Cleric's spells.
- Mage: The Mage is the weakest character class in normal combat. As with the Cleric, the Mage's special abilities are their spells, which they gain access to as they progress in experience level. However unlike the Cleric, the Mage's ability to spells is only limited by the amount of Mana they have. As a Mage progress in experience levels, their maximum Mana also increases, and any time they are not casting a spell their Mana will always slowly restore to its maximum value. For a Mage, even trying to cast a spell uses up a small amount of their Mana. When they do cast a spell, an additional amount of Mana is used dependant on the spell level.
How To Select And Cast A Spell
Casting spells is the most complicated aspect of this game, however for the two spell-casting character classes (Cleric and Mage), it is vitally important. Firstly the adventurer must begin their casting by going into spell-casting mode. To do this the adventurer holds in their special button until the battlesuit announces "Special Online". While in spell-casting mode, the adventurer is helpless. Once they are in spell-casting mode the adventurer must immediately begin selecting their spell. They select the spell by pulling their trigger the same number of times as the number of the desired spell on their spell list.
As an example:
- A Cleric goes into spell mode.
- They then pull their trigger once.
- At this stage the Cleric has selected the first spell on the Cleric's Spell List.
- If they pull their trigger again, they have selected the second spell on the Spell List.
- And so on
If the adventurer reaches the last spell on their Spell List and pull their trigger again, they have cycled their spell selection back to the first spell.
As each spell is selected the battlesuit will either give a positive Ack beep or a negative Nak beep to indicate if the spell is available or unavailable to the adventurer. Spells can be unavailable either because they have been cast recently (Cleric only), or the adventurer does not have enough Mana (Mage only), or the adventurer is not high enough experience level to earn the spell yet.
Once the desired spell is selected, the adventurer must stop pulling their trigger. Once 3 seconds have passed since the last trigger pull, the adventurer automatically returns to normal Combat mode with their spell selected. As they come out of spell mode the battlesuit will give a positive Ack beep or a negative Nak beep to indicate if the spell was successfully selected. If a spell-caster with a selected spell is deactivated the spell is lost.
Cleric's Spell List
- Heal / Injure: When this spell is selected it is used on the next player the Cleric zaps. If that adventurer is on the Cleric's team, then they are healed a number of hit points dependant on the Cleric's level, and they are reactivated if they were currently deactivated. When used against an enemy adventurer, the adventurer is deactivated regardless of toughness and a number of hit points are deducted dependant on the Cleric's level.
- Bless / Curse: When this spell is selected it is used on the next player the Cleric zaps. If that adventurer is on the Cleric's team, then the adventurer is Blessed. This gives the adventurer a good random Lingering Effect, e.g. faster shot speed, increased toughness, etc. If the adventurer was from the opposing team, they are Cursed, which gives them a bad random Lingering Effect, e.g. slower shot speed, and lower toughness.
- Dispel Magic: When this spell is selected it is used on the next player the Cleric zaps. This spell removes all Lingering Effects or Spirit Links on that adventurer.
- Spirit Link: When this spell is selected it is used on the next player the Cleric zaps. From then on, any experience points that the adventurer should get are instead awarded to the Cleric. Also, any hit points removed from an adventurer are also given to the Cleric as a bonus.
- Resurrection: When this spell is selected it is used on the next player the Cleric zaps. When an adventurer is first eliminated they have a short period of time in which if any Cleric cast resurrect on them, the adventurer is restored to the mission, although their experience level is halved.
Mage's Spell List
- Magic Missile: When this spell is selected it is used on the next player the Mage zaps. This spell bypasses all toughness and deals multiple hit points damage dependant on the Mage's level.
- Shield: This spell is activated the moment the Mage successfully selects it. This gives the Mage themselves a bonus to their toughness. Multiple Shields have no extra effect.
- Fireball: Once this spell is selected the Mage is given the ability to missile-lock adventurers. When the Mage missile-locks their first base, the spell begins casting, and they can then missile-lock others for another 4 seconds. During this time, any base missile-locked is immediately deactivated. When the 4 seconds is over a large amount of damage is distributed amongst all those adventurers the Mage sent down with their spell.
- Time Stop: This spell is activated the moment the Mage successfully selects it. This immediately causes all enemy adventurers to become helpless as their phasers stop working for just less than a minute! This spell is very demanding on a Mage and while it is in operation, the Mage's mana does not replenish.
Notes
Each base can only be destroyed once. To destroy a base, it must only be zapped once. When a base is destroyed it gives the adventurer a random effect e.g. a Bless, a Curse, bonus experience, take away experience, increased experience level, lose an experience level, or even nothing.
Game length: 15 minutes.
Skill levels: All players of each character class play at the same level.
Scoring
$tab->begin();
$tab->header("Event|Score");
$tab->row("Deactivate Enemey|100");
$tab->row("Zap Enemey|10");
$tab->row("Deactivate Team Member|-100");
$tab->row("Activate Spell|100");
$tab->row("Zap Team Member|-10");
$tab->end();
$expandr->endExpand();
?>
Fugitive
Wrongly convicted of a crime, one or two fugitives scramble to escape the pursuit of a large group of federal marshals intent on their recapture.
$expandr->beginExpand(); ?>
Each player has a limited number of lives. Each time they are deactivated, a life is lost. When all of their lives are gone, they are eliminated from the game. The players' goal is to eliminate the other team, while not being eliminated themselves.
Destroying the bases awards bonus lives, and it is recommended that this is done early, to avoid elimination.
Typically, an experienced player is chosen as the fugitive. All other players become marshals. The fugitive gets first choice of battlesuits and enters the arena prior to the mission start (to set up a strategic position). The marshals wait in the armory until the mission begins, but then must enter the arena immediately.
Players must actively search out their opponents. If a player fails to do so, their battlesuit will warn them by saying "Warning, time low". If they do not find an opponent within a short period of time (about 12 seconds), their battlesuit will say "Warning, time critical". If a further 12 seconds passes without them finding an opponent, they will be deactivated and a life will be lost. Thus, players must continuously search out the enemy or they are penalized
The number of lives each player starts with is determined by a complex algorithm that takes the skill level of all fugitives and marshals into account. Because of this, even lower level players can be fugitives and still have a chance against 20 marshals. The battlesuit will provide warning when lives become low.
Fugitives have the only special ability available, the Payback, which costs them 10 special points to activate.
Notes:
- ABSOLUTELY NO CHASING OF THE FUGITIVES IS PERMITTED. They will have a hard enough time being outnumbered ten-to-one, so they must be permitted to escape when they are deactivated.
- When there are many marshalls, it is possible that they main begin the game on lives low or even lives critical. If this happens, it is a good idea to go for the bases early to get those bonus lives and avoid early elimination.
- Level 3 players and higher can zap their own team members. This is a “bad decision” and will result in deactivation and the loss of one life (for the zapping player).
- The fugitive’s payback also activates a reset, so if a fugitives and marshal zap each other simultaneously, the fugitive can use a payback and then zap the marshal again before they reactivate. Toward the end of the mission, it may be possible to repeatedly zap opponents without them ever reactivating.
- The LED on the back of the phaser will begin to flash when the player has six or less lives remaining. The faster the flashing, the fewer the lives the player has remaining.
- All bases are considered neutral, and as such can be destroyed by all players. The mission will automatically end when the time limit has expired or only one team remains. All players are deactivated by a single shot from an opponent.
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("(Fugitive Only}| | ");
$tab->row("Zap Opponent|100|1");
$tab->row("Zap Own Team Member|-50|0");
$tab->row("Destroy Base|801|5");
$tab->end();
$expandr->endExpand();
?>
Gladiator
Players have a limited number of lives, and attempt to be the last remaining Gladiator by eliminating all of their opponents.
$expandr->beginExpand(); ?>
The number of lives that a player begins with depends on their level. The higher the level, the fewer starting lives. When zapped, a player is deactivated and a life is lost. When all live have been exhausted, the player is eliminated from the mission.
Additional lives can be gained by zapping opponents, and by destroying the bases.
Notes:
- There are three variations of this mission: individual, team and partners. The variation determines whether there are, teams and if so, how may. In individual and partners variations, all bases are neutral, while in team variation, bases may be friendly, enemy or neutral depending on their color.
- There are no special abilities available, players must depend o their raw skill to win.
- The visible LED on the back of the phaser will begin to flash faster when the player has six lives remaining. The faster the flashing, the fewer the lives remaining.
- This mission will automatically end when the time limit has expired or only one player (team) remains.
- All players are deactivated by a single shot from an opponent.
Skill Levels
The number of lives each player starts with depends on the player's standard skill level:
$tab->begin();
$tab->header("Level|Starting Lives");
$tab->row("1 - Recruit|30");
$tab->row("2 - Gunner|27");
$tab->row("3 - Trooper|23");
$tab->row("4 - Captain|20");
$tab->row("5 - Starlord|17");
$tab->row("6 - Lasermaster|15");
$tab->end();
?>
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("Zap Opponent|100 + 10x Level Difference|.25 + .04x Level Difference");
$tab->row("Zap Own Team Member|-100|1 Life Lost");
$tab->row("Destroy Base|801 (Individual/Part), 1001 (Team)|5");
$tab->end();
$expandr->endExpand();
?>
Highlander
Players are "Immortals", struggling to eliminate all opponents and claim "the prize" as the last player remaining. There can be only one...
$expandr->beginExpand(); ?>
Players have unlimited shots and unlimited missiles. At the start of the mission, both shots and missiles fire very slowly. As the mission progresses however, both shots and missiles speed increases until it reaches its maximum at the climax of the mission.
Zapping players will build up special points, but the only way to eliminate an opponent is to missile them. When a player is removed from the mission in this manner, their score and special points are awarded to the player that eliminated them.
Destroying bases also awards special points.
Special Points
Special points can be used to activate the following special abilities:
Reset
Reset the players weapon, allowing a missile or another shot on an opponent who has just been zapped. To activate, hold special button in while up. Costs 10sp initially, drops to 5sp towards the end of the mission.
Shield
Provides temporary protection from missiles. To activate hold special button in while up. Lasts until the player is reactivated or 10 seconds is up. Costs 5sp initially, and increases to 30sp towards the end.
Notes:
- As the mission Progresses, down time increases slightly. Players also become more vulnerable to being zapped while down. At the end of the mission, it is possible to zap players repeatedly while they are down without needing to use resets.
- Towards the end of the mission, missiles become so quick that it can be difficult to zap an opponent with normal shots. Use quick snap shots to get a normal shot off before the missile town begins.
- The mission will automatically end when the time limit has expired or only one player remains.
Skill Levels
All players play at the same level
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("Zap Opponent|100|1");
$tab->row("Missile Opponent|500 + Opponent's Score| 2+ Opponent's SP");
$tab->row("Destroy Base|801|5");
$tab->end();
$expandr->endExpand();
?>
Masters
This is a standard Laserforce mission, a variant of the mission, designed for tournament play. Play is identical to that of the Individual mission with the following exceptions:
$expandr->beginExpand(); ?>
All Players play at the same level, equivalent to standard level six.
The "Invulnerability" special ability is not available.
Skill Levels:
All players play at the same level, equivalent to standard level six.
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("Zap Opponent|100|1");
$tab->row("Missile Opponent|500|2");
$tab->row("Destroy Base|801|5");
$tab->row("Detonate Nuke|500|0");
$tab->end();
$expandr->endExpand();
?>
Partners
This is a standard Laserforce mission, similar to the Team mission, but allowing up to seven different teams. Typically there are two players to a team, although this is not a requirement. Play is identical to that of the Team mission with the following exceptions:
$expandr->beginExpand(); ?>
Any battlesuit color can be on any team. However, having each player on a team use the same color can ease team identification and reduce friendly fire casualties.
All bases are considered neutral, and as such can be destroyed by all players.
Skill Levels
The standard six skill levels are implemented.
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("Zap Opponent|100 + 10x Level Difference|1");
$tab->row("Zap Own Team Member|-100|0");
$tab->row("Missile Opponent|500 + 100 x Level Difference|2");
$tab->row("Missile Own Team Member|-500|0");
$tab->row("Destroy Base|801|5");
$tab->row("Detonate Nuke|500|0");
$tab->end();
$expandr->endExpand();
?>
Photon Emulation
Cast your mind back into the depths of time. The year was 1984 and the world was introduced to laser tag for the first time. Photon was born. It was the first laser tag, and even though it is no longer with us today, some still consider it the best. Now, using the wonders of Laserforce technology, you can play it for yourself and make up your own mind!
$expandr->beginExpand(); ?>
This mission type emulates the classic Photon "maneuver".
The rules are simple:
- The shot speed is very slow (about one shot per second).
- There is no lock-on tone.
- Zap opponents once to deactivate them.
- You can be zapped at all times, however you are only deactivated if you are zapped while you are up.
- The deactivation time is five seconds.
- There is a delay between when you zap an opponent and when they are deactivated (about 0.5 seconds).
- You can only zap the same player three times in a row before you must 'clear' your phaser by zapping someone/something else.
- Zap the neutral/enemy bases three times in a row to destroy them and gain bonus points.
Notes
There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.
Skill Levels
All players are at the same level.
Scoring
$tab->begin();
$tab->header("Event|Score");
$tab->row("Zap Opponent|10");
$tab->row("Zap Own Team Member|-30");
$tab->row("Get Missiled|-10");
$tab->row("Destroy Enemy Base|201");
$tab->row("Destroy Neutral Base|50");
$tab->end();
$expandr->endExpand();
?>
Shadows
This mission is a test of a player's stealth and subterfuge. You need to be able to sneak up on your opponents without being seen or heard. Players can be in one of two modes of play, either "shot mode" or "missile mode". When a player is in shot mode, they can fire shots or missiles. The player's visible lights will flash dimly and they can be locked onto normally.
$expandr->beginExpand(); ?>
When a player is in missile mode, the player can only fire missiles, however the player's missiles lock-on faster than the missiles of a player in Shot mode. The player's visible lights will be off and other players will be unable to obtain a normal lock-on tone to the player, but will be able to obtain a missile lock-on tone. Players can change between modes at will after the start of the mission by holding special button in. This can be done while the player is up or down. A player who becomes missile-locked will have their visible lights brighten to full intensity. The lights will gradually fade back to their normal state.
Notes
- There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.
- A player who is zapping an base will have their lights brighten to full intensity.
- A single shot or missile will deactivate an opponent.
- A player deactivated by a shot remains deactivated for less time than a player deactivated by a missile.
- Players on skill levels 1-3 automatically revert to shot mode when they are deactivated. Players on levels 4-6 remain in whatever mode they were in.
Skill Levels
The length of time a player's visible lights remain brightened by a missile-lock depends on that player's standard skill level.
Scoring
$tab->begin();
$tab->header("Event|Score");
$tab->row("Zap Opponent|100 + 5x Level Difference");
$tab->row("Zap Own Team Member|-50");
$tab->row("Missile Opponent|500 + 20x Level Difference");
$tab->row("Missile Own Team Member|-250");
$tab->row("Destroy Base|801");
$tab->end();
$expandr->endExpand();
?>
Space Marines 4
This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the four different types available. Each character class has different strengths, weaknesses and special abilities.
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Players have unlimited lives and cannot be prematurely eliminated from the mission. Shots and missiles, however, are limited, and players must be regularly re-supplied by the team ammunition carrier.
Space Marines Roles
$tab->begin(); ?>
Class | Shots: Initial/Re-Supply/Max | Missiles: Initial/Re-Supply/Max | Hit Points |
Commander | 20/10/40 | None | 2 |
Heavy Weapons | 50/10/100 | 5/5/5 | 3 |
Scout | 30/10/60 | 10/5/10 | 1 |
Ammo Carrier | Unlimited | Unlimited | 1 |
$tab->end(); ?>
Special Abilities
$tab->begin(); ?>
Class | Special Abilities |
Commander | Nuke: All opponents are deactivated. To use, hold special button in while up. Cost: 20sp |
Heavy Weapons | Payback: Player is instantly reactivated. To use, hold special button in while down. Cost 10sp |
Scout | Stealth: Player's visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold special button in while up. |
Ammo Carrier | Re-supply: Can re-supply own team by zapping them while they are up. |
$tab->end(); ?>
Notes
- Bases operate in the same manner as in a standard Team mission.
- If a Commander is deactivated after activating a nuke but before it detonates (approx. Four seconds), the nuke is canceled and has no effect on opponents. The 20sp for the nuke are used for no effect.
- A Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.
- A Scout can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode. The missiles used by stealthed scout lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on a stealthed scout, but can obtain a missile lock.
- The Ammo Carrier re-supplies players on their own team by zapping or missiling them while they are up. Zapping them re-supplies their shots, while missiling them re-supplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit)
- The visible LED on the back of the phaser will begin to flash when the player has six or less shots remaining. The faster the flashing, the fewer shots the player has remaining.
- The visible LED on the back of the phaser will be at half intensity if the player has insufficient special points to activate a special ability. When sufficient special points are accumulated, the LED will switch to full intensity.
- A maximum of 20 special points can be accumulated.
Skill Levels
All players of each character class play at the same time.
Scoring
$tab->begin(); ?>
Event | Score | Special Points | Notes |
Zap Opponent | 100 | 1 | |
Zap Own Team Member | -100 | 0 | |
Missile Opponent | 500 | 2 | |
Missile Own Team Member | -500 | 0 | |
Destroy Base | 1001 | 5 | |
Detonate Nuke | 0 | 0 | |
Get Zapped | -20 | 0 | |
Get Missiled | -100 | 0 | 5 shots are lost |
Get Nuked | 0 | 0 | 2 shots are lost |
$tab->end();
$expandr->endExpand();
?>
Space Marines 5
This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the five different types available.
$expandr->beginExpand(); ?>
Players have limited lives, shots and missiles. A player who loses all their lives is eliminated from the mission. Lives are re-supplied by the team medic. Shots are re-supplied by the team ammunition carrier. Missiles cannot be re-supplied.
Space Marines Roles
Ammo/Hit Points
$tab->begin();
$tab->header("Class|Shots:
Initial/Re-supply/Max|Lives:
Initial/Re-supply/Max|Missles|Hit Points|Shot Power");
$tab->row("Commander|30/5/60|15/4/30|5|3|2");
$tab->row("Heavy Weapons|20/5/40|10/3/20|5|3|3");
$tab->row("Scout|30/10/60|15/5/30|0|1|1");
$tab->row("Ammo Carrier|Unlimited|10/3/20|0|1|1");
$tab->row("Medic|15/5/30|20/0/20|0|1|1");
$tab->end();
?>
Special Abilities
$tab->begin();
$tab->header("Class|Special Abilities");
$tab->row("Commander|Nuke: All opponents are deactivated. To use, hold special button in while up. Cost: 20sp");
$tab->row("Heavy Weapons|None");
$tab->row("Scout|Rapid Fire: Lasts until re-supplied. Cost: 15sp");
$tab->row("Ammo Carrier|Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with shots simultaneously. To use, hold special button in while up. Cost: 15sp");
$tab->row("Medic|Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with lives simultaneously. To use, hold special button in while up. Cost: 15sp");
$tab->end();
?>
Notes
Missiles are non-replenishable.
Bases operate in the same manner as in a standard mission.
If a Commander is deactivated after activating a nuke but before it detonates (approx. Four seconds), the nuke is canceled and has no effect on opponents. The 20sp for the nuke are used for no effect.
The visible LED on the back of the phaser will begin to flash when the player has six or less lives remaining. The faster the flashing, the fewer lives the player has remaining.
The visible LED on the back of the phaser will be at half intensity if the player has insufficient special points to activate a special ability. When sufficient special points are accumulated, the LED will switch to full intensity.
A maximum of 99 special points can be accumulated.
Skill Levels
All players of each character class play at the same time.
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points|Notes");
$tab->row("Zap Opponent|100|1| ");
$tab->row("Zap Own Team Member|-100|0| ");
$tab->row("Missile Opponent|500|2| ");
$tab->row("Missile Own Team Member|-500|0| ");
$tab->row("Destroy Base|1001|5| ");
$tab->row("Detonate Nuke|500|0| ");
$tab->row("Get Zapped|-20|0|1 life is lost");
$tab->row("Get Missiled|-100|0|2 lives are lost");
$tab->row("Get Nuked|0|0|3 lives are lost");
$tab->end();
$expandr->endExpand();
?>
Tag
Players play as individuals. When the mission begins, one player is selected randomly and becomes IT. They will hear a normal hit sound and be deactivated for four seconds. When they are reactivated, their lights will be locked-on to distinguish them from other players. Their goal is to "tag" some other players and thus make them IT. They do so by missiling them. The goal of the other players is to score points by zapping the tagged player while avoiding being tagged themselves. Once a player is tagged, they are deactivated for four seconds, and then are reactivated. The player who tagged them returns to normal mode.
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While tagged, a player cannot fire normal shots, just missiles. They cannot score in any way and must simply try to tag another player by missiling them.
While tagged, a player is never deactivated. They remain up the entire time, and will likely have other players zapping them repeatedly. The tagged player loses points each time they are zapped, so they should try to tag someone else as soon as possible.
Players who are not tagged can destroy the bases. They score no points, but if all bases are destroyed without the player being tagged, rapid fire is awarded. They can then use this to score a lot of points on the tagged player. Once a player is tagged, rapid fire is lost, but after tagging someone else, they can destroy the bases again to re-enable it.
Players who are not tagged cannot zap each other; they can only zap the player who is currently tagged.
Direct "tag-backs" are not permitted.
Scoring
$tab->begin();
$tab->header("Event|Score");
$tab->row("Zap Tagged Player|30");
$tab->row("Get Tagged|-100");
$tab->row("Tagged timeout penalty|-1500");
$tab->end();
$expandr->endExpand();
?>
Time Warp
Trapped in a time vortex, players struggle to command the flow of time itself, halting or reversing it. Determined to stretch their meager ration of time and make it last as long as possible.
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Special abilities
Time Boost
All the players’ special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted into one extra second of time; special points are then reset to zero.
Time Freeze
When down, the players time is frozen until they are reactivated. To use, hold the special button in while down. Special points are deducted at a rate of one every two seconds while the ability is in effect. Time reverts to normal when the player reactivates or when special points are exhausted.
Time-Drain
Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or the opponent's time is drained.
Time-Warp
Time is drained from ALL opponents and transferred to the player. To use, accumulate more than 15 special points and hold the special button in while up. When activated, 15 special points are deducted immediately, and then one special point for every two seconds that the effect lasts. For each second that a time warp is in effect, all opponents loose one second of time while the activating player gains two seconds. The Time warp ends when the activating player is either deactivated or exhausts their special points.
Notes
- If a player has a time warp and a time boost available, the time warp has priority and so holding the special button in will cause the time warp to be activated.
- When using a time warp, the activating player's battlesuit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battlesuit's visible lights will remain steady (not flashing) and the players phaser will be unable to fire.
- When a player has a time warp in effect, all opponents receive a low pitched beeping sound every few seconds. This is a signal that their time is being drained by the time warp. To stop this, they should attempt to seek out and deactivate the player using the time warp.
- The visible LED on the back of the phaser will begin to flash when the player has less than 70 seconds remaining. The faster the flashing, the less time the player has remaining.
Skill Levels
The amount of time each player begins with and gains with each hit depends on that player's skill level.
Scoring
$tab->begin();
$tab->header("Level|Starting Time (% of max)|Zap Opponent (gain in seconds)");
$tab->row("1|50%|10 + 0.1 x Level Difference");
$tab->row("2|45%|9 + 0.1 x Level Difference");
$tab->row("3|40%|8 + 0.01 x Level Difference");
$tab->row("4|35%|7 + 0.01 x Level Difference");
$tab->row("5|30%|6 + 0.01 x Level Difference");
$tab->row("6|25%|5 + 0.01 x Level Difference");
$tab->end();
$expandr->endExpand();
?>
Wabbit Season
This mission is a fun mission to play. Players are either Hunters or one of their prey, Ducks or Rabbits. The rules for the Hunters are simple; you are only allowed to hunt the prey that is "In-Season". Hunting "Out-Of-Season" prey is bad.
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The idea for both the Ducks and the Rabbits is to make sure that the other animal is the one that is "In-Season" so that the Hunters keep hunting them instead of you. Remember the prey can’t fight back against the Hunters! Any time one of the Ducks or Rabbits zap a member of the opposing prey team, the season swaps. If it is "Duck Season" and a prey zaps an opposing prey, it becomes "Rabbit Season" and visa versa. So the Ducks and Rabbits should be careful not to zap an opposing prey if their own team is not already "In-Season", because that will make them "In-Season".
But the Hunters should be warned. Towards the end of the mission the tables will be turned! Hunters score points by zapping "In-Season" prey. Ducks and Rabbits score points every time an opposing prey is zapped.
The number of players allowed on each team is important in this mission. The Hunters should far outnumber the number of Ducks and Rabbits. The number of Ducks and Rabbits should be the same.
Notes
- Players can choose to be on any team regardless of the battlesuit color they are wearing.
- Number of players: Less than 10- 1 of each prey, 10 to 16- 2 of each prey, More than 16- 3 of each prey.
Scoring
$tab->begin();
$tab->header("Event|Score");
$tab->row("Hunter Zaps In Season Prey|100");
$tab->row("Hunter Zaps Out of Season Prey|-120");
$tab->row("Hunter Zaps Own Team|-100");
$tab->row("Zap Opposite Prey|10");
$tab->end();
$expandr->endExpand();
?>
Wed Lock
Incarcerated in a futuristic prison, the players have been collared with an explosive neck collar. Their collar is electronically tied to the collar of one of their fellow prisoners, only they don't know who.
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Players start the mission as individuals. When the mission begins, the players are automatically paired up by the system in a random fashion. Your aims in this mission are: find your wedlock partner, defuse your collars and break the wedlock before the timer runs out. While two players are wed locked, what happens to one, happens to the other. This means that if one player gets rapid fire, both players get rapid fire if one player is deactivated, both players are deactivated.
To achieve rapid fire, just deactivate two opponents in a row without being deactivated yourself. To achieve invulnerability, you must deactivate five opponents in a row. Remember, when you achieve rapid fire or invulnerability, your partner gains this special ability also. This can help you to identify who your partner is.
As you deactivate opponents, you build up special points. These special points can be used to activate the following special abilities:
Powerups
$tab->begin();
$tab->header("Ability|Cost|Effect");
$tab->row("Payback|3|You (and your partner are instantly reactivated");
$tab->row("Missile|3|Bonus Points and Special Points Awarded");
$tab->row("Nuke|15|All Other Players (except your partner) are Deactivated");
$tab->row("Break Wedlock|25|Your Collars are Defused and the Wedlock is Broken");
$tab->end();
?>
Before you can break the wedlock, you and your partner must have a combined total of at least 25 special points. Your battlesuit will announce "Special Available" when you have enough. To break the wedlock, both you and your partner must be up, and you must both hold in your triggers at exactly the same time. If you are successful, your battlesuit will say "Special Activated", and the wedlock will be broken.
Once the wedlock is broken, you retain the advantages of your wedlock, but lose the disadvantages. For example, you still get special abilities when your partner does, but do not go down when your partner is deactivated.
Notes
Players have access to their partner's special points as well as their own.
Skill Levels
All players play at the same skill level
Scoring
$tab->begin();
$tab->header("Event|Score|Special Points");
$tab->row("Zap Opponent|100|1");
$tab->row("Zap Wedlock Partner|-100|0");
$tab->row("Missile Opponent|500|2");
$tab->row("Missile Wedlock Partner|-500|0");
$tab->row("Destroy Base|801|3");
$tab->end();
$expandr->endExpand();
$pg->bodyEnd();
?>